Impale DH. UE DH needs insane gear/paragon to be able to run T13... if you're like paragon 2000 or so than UE DH is faster because it one-shots entire screens. But the general answer is: Impale DH.
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Aug 16, 2017Posted in: Diablo III General Discussion
In general I agree, I would be okay with it if at least sets would be nerfed (from giving 3000% buffs to 1000% buffs or so). But not gonna happen.
However, usual caveat: this is first iteration of PTR, everything is subject to change. And since we haven't seen an announcement that they raised the GR cap (which is currently GR150) I think they'll have to dial some of this down as top players will get dangerously close to that level.
Aug 15, 2017Posted in: Diablo III General Discussion
Area damage works with Archon, but in the end you want to play the Manald Heal build and Manald Heal does not work area damage (MH and AD are both procs and procs can't proc procs ;-)). So basically area damage is a wasted stat for now on a wand.
Aug 8, 2017Posted in: Diablo III General Discussion
Wizard consistently clears GR80s in 3-4 minutes... with no augments. Wizard can run T13 off the bat with all non-ancient, mediocre gear.
Anyways, this thread is interesting: I didn't think so many people would be willing to champion their class and be so defensive about it. If you want a *real* answer though, you need to clarify a few things.
First, running T13 isn't smart. Streamers only do this to show off, but really efficient players run at most T12 (you can watch the paragon 1500+ seasonal streamers these days running T12, so when you think you can run T13 at paragon 800 fast enough to justify T13 that's your opinion, but you're definitely not being as efficient as you could be).
Second, which class is best depends a lot on power level, your playstyle, and preferences. But there is unanimous agreement among the top players that wizard is the fastest class for speed farming, by a margin. That's why every paragon farming group is running 3 wizards with a support monk. Nothing else. Think about it: if that is so fast on GR80+, why would anyone else run something else? Inspect a few top players and you'll notice that almost all of them have a wizard, even if it's not their main class. That's how good it is.
Close second to the wizard is the monk, and some say it's even as good as the wizard. In T13 clearing competitions, the monk is the closest thing to the wizard; however, the wizard still reigns supreme for a few reasons: 1) The wizard's beam just clears the entire screen, once you have enough Archon stacks and therefore enough damage. Just circle around and everything's dead. 2) The wizard's scaling is just insane. While every other class relies on the typical skill+items+sets+gems multiplicators, the wizard adds the Archon stacks - if you're playing on the right difficulty you should have 100-150 Archon stacks all the time, and with overlap that's 200-300 combined Archon stacks. Everything melts, you don't even need the Manald Heal proc. 3) In the beginning of the rift many classes struggle a bit to "get things going", and that includes the non-MH wizard. But Manald Heal is the solution here: once it procs, the first elite is dead, In-Geom is up, and the party begins. Basically, the wizard has infinite power scaling, and the lower you go the faster it is; if you think it's not fast enough then you're either playing the build wrong, or playing on a difficulty too high (i.e., not gaining enough stacks).
After that follow Necro and DH. DH has two builds that both have issues: Impale one-shots elites but you'll struggle to kill trash. UE is the "most fun" build for many, but you need insane power (paragon 2000+ with full augments) to be able to clear T13, and even then it's questionable. As for the necro, its damage spikes are ridiculous, but it's just too unreliable in certain situations (doors are you mortal enemy, sometimes long cooldowns hold you back, no corpses = no damage in many builds, and pet builds lack AoE compared to monk/wiz). I love Fluffy for all his guides and his compassion for the necro, but on "even ground", i.e., comparing necro to wiz/monk with similar gear level, it doesn't hold a candle. It's still viable enough (if you enjoy it) to farm on the necro if you want.
Crusader is in-between. It's still insanely powerful and fast, and especially the most laid-back class as you just ride through everything and it dies. The problem is that you're either only killing stuff you ride through or have to rely on the ridiculously long Bombardment cooldown. The damage a LoN Bomb crusader can deal every few seconds, wiz/monk dish out multiple times *per second*. If you feel crusader is fast that's good for you! But as numerous competitions have shown us, it's fallen behind. It was once the fastest class, but others have caught up now.
Barb has the usual power struggles. And WD just isn't made for speeds at all. WDs either farm on wizard or pay their duty as "rift closer" in groups.
Wizard > monk > necro = DH > crusader > barb > WD.
Note: this is mostly not my perception or opinion, but that of the top players who have min/maxed everything and who recently discussed this on streams. Some of them would put monk ahead of wiz, but on that I'd disagree simply because of streamer "Baudusau's" competitions which has been won by a wizard the last 438958 times (despite a lot of high-paragon monk participants).
Aug 4, 2017Posted in: Diablo III General Discussion
Picture this: you and your friends are in this small little AH community. For simplicity it's just and one other friend. You go on and play and gain 1000 paragon and all the gear you ever wished for. Your friend quits just after he hit 70. Your friend comes back. Now he instantly gets flooded with your "gg gear" that you obviously don't need. He has 10 minutes playtime on level 70 and his gear is absolutely finished. All he needs is rift keys and maybe a few hundred paragon (which you as a good friend give him by dragging him through a few GR80 runs).
Result? Your friend has 2 hours played after coming back but nothing to farm for. The entire purpose of the game (gearing up), all the fun parts, are entirely lost. He is wearing (and will be wearing) zero pieces of gear he has found himself. Attachment to the character, to the game? None.
Your friend will be offline tomorrow again, and not come back to Diablo. Ever. But hey, at least you got his money!
Auction house has always been terrible, will always be terrible, and I hope it never comes back. If you're into trading sell your soul and become a broker at the New York Stock Exchange. Well, or play Path of Exile. But in Diablo 3, you won't find your new business opportunity.
Thanks, but I hope this explains why no one wants the AH back (except for the "nice individuals" that made thousands of dollars in D3V - please go away). And from hearing some of the D3 developers' responses to ideas like yours, I think they have similar thoughts. Again: D3 = no trading. PoE = trading. Play a different game, but we have danced with the devil and killed him for good.
Aug 1, 2017Bagstone posted a message on Brainless Builds Comparison: Sage's set builds (with videos)Posted in: Diablo III General Discussion
I'll put this on my todo list and see if I can get to it when I have the time. A bit busy at the moment... setting up the build, recording the videos, and so on takes some time ;-)
Jul 30, 2017Bagstone posted a message on Caldesann'S Despair, used wrong gem... can do again?Posted in: Diablo III General Discussion
Yes, you can overwrite any Caldessan's by just augmenting it again, with any gem of your choice - higher or lower.
Jul 27, 2017Posted in: Diablo III General Discussion
Unfortunately it's not that simple. Items have two different levels - an item level and a required level. For example, for Manald Heal the required level is 24, but the item level is 27. So basically you can't get it from Kadala below level 27. (We had a discussion about this on Reddit before the season and together with a lot of people we gambled tens of thousands of shards on various levels between 0 and 28, and you can't get MH below level 27).
Someone was nice enough to write a script and query'd every item from the game API to list both required and minimum levels:
But there's more: some items can be gambled below their item level - for example, you can gamble Gungdo Gear on a level 1 monk, Lut Socks on a level 1 barb, and so on. Initially we thought it was just a -7 level reduction, but it doesn't make sense for the case of Gungdo Gear (which are not even the lowest bracers since Cesar's Memento have both lower item level and required level). So there seems to be some special rule for some (not all) low-level gambling slots/items.
Be careful with info you find about this - basically all of this we found out a week ago. So basically any "low level gambling guide" that's older than July 19, 2017 might contain wrong information. We really had no idea and are just scratching the surface here.
Jul 27, 2017Posted in: Wizard: The Ancient Repositories
Moved to wizard forums - and welcome to Diablofans!
There's a bunch of issues with your build, I'll go through them one by one.
- You're using Archon, which means you also want to use at least 2 or 4 piece bonus of Vyr (which you're doing, good) and The Swami (which you're doing, good) but also the Fazula belt. Try to get that. Move the Tal piece to the offhand, which means you have to get rid of the Chantodo's set - which is really not a big deal, since its damage pales in comparison, see below.
- Since you're using Manald Heal, most of your damage will come from that. Here's an in-depth guide for the ring and its mechanics.
- Again, since you have Archon in your build, you might want to get back into Archon as soon as possible. Using an Obsidian Ring of the Zodiac can help you with that. Using Archon/Manald heal and Convention of Elements requires a lot of cooldown reduction and timings, otherwise the ring is useless - I'd strongly advise to ditch that ring (for now) and replace Convention with Obsidian.
- Is your issue damage or survivability? I see a lot of people using Power Hungry as passive, which is the ultimate "more damage" passive. But 30 yards is a long range, and unless you fish for rifts in which you can keep the mobs at bay it's not active a lot of the time. However, especially in the beginning toughness is an issue, so I'd advise to try something like Blur (flat damage reduction), Illusionist (more movement when you get hit), Dominance (especially nice for speed rifts when you're killing fast) or Galvanizing Ward (useful once you've learned to properly dodge stuff and don't get hit very often).
- Ancient Parthan Defenders are the bracers that many people are using, but I'd also never forget the Ashnagar Blood Bracers (double your shield efficiency). APD only have a 25 yard range, so they basically only trigger when something goes wrong - since for Power Hungry you want stuff to be 30 yards away. APDs are also entirely useless against most rift guardians (when it's only one mob and most of the time 25+ yards away).
- I think you're not proccing Arcane as fourth element? Could be wrong. Anyways, I'd suggest Teleport - Calamity, it's what most people use.
- Your legendary gem choice is kinda... odd. Simplicity Strength only makes sense in builds where the majority of damage comes from primary spells; that's not the case. Mutilation Guard is inferior to Esoteric Alteration. I'd suggest Bane of the Trapped (the best damage gem) and Gogok (gives you attack speed, cooldown reduction, and dodge - all of which is useful). As third gem most people play Zei's Stone for more damage; that's one option - for toughness I always recommend people to start with Esoteric though.
Okay, those are some general hints. More specifically, it seems like you're *almost* playing the standard Manald Heal build, but not quite. There's tons of guides for it... for example, check out this one by Wudijo: https://www.youtube.com/watch?v=YSWV5xjk7yQ or the link I posted above for in-depth mechanics. It's not an easy build to learn, but it's the easiest to get to GR70 once you master it. No other builds will let you get to GR70 that fast for wizard, to be honest.
Jul 25, 2017Bagstone posted a message on [tip] Necromancer and the search for Tasker & TheoPosted in: Necromancer
The average blood shard count for Taskers on Necro is 10k, for wizard and WD it's 8250 (Necro is a bit worse because it has two non-set, class-specific gloves). It's a bit easier, but getting it within 1k shards is just PURE RNG.... you got really lucky there
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Jul 28, 2017Posted in: Diablo III General Discussion
Yes you can. If you complete the journey with the nec and open the gift on another class, you'll get this classes set.
But yeah, you can only get one gift per season. So if you already opened it with you nec, you're out of luck obv.
Mar 22, 2017Posted in: Diablo III General Discussion
Thanks Tom. So best to create an Armory "Default" set to switch to at the end of each play session with no Gems and drop the other stuff back into Stash for the next build.
If you use the same simplicity gem, for ti to work on 2 different classes it will have to be in the stash.
However, if the game finds "another" simplicity in the stash it will use that one, vice versa if you upgrade your gems in the meantime it will always use the highest gem level the game/armory has access to.
Mar 7, 2017Posted in: Diablo III General Discussion
- T5 Rift
- 1gem lvl 25
- Realm of Regret T1
- Realm of Putridness T1
- Leg from Bloodshards
- One Task from Set Dungeon
- SIegebreaker T7
- Azmo T7
- GR 30 solo
- Kanai full equiped (weap/arm/ring,amu)
- T10 in 6min
- 3 gems lvl 35
- craft FLawless Royal gem
- Realm of Fright T10
- Realm of Terror T10
- Master Set Dungeon
- Butcher T10
- Kulle T10
- GR 40 solo
- Convert Set item
- T12 in 6min
- 3 gems lvl 45
- craft hellfire amu
- 1 conq. (which all except one are imo annoying)
- Urzael T13
- Rakanoth T13
- GR 50 solo
- Extract 20 powers
- T13 in 5min
- 3 gems lvl 55
- 2 conq.
- Magda under 15 sec T13
- Greed T13
- GR 60 solo
- Augment lvl 50+
- Reforge leg
- T13 in 4min
- 3 gems lvl 70
- 3 conq.
- Adria under 15 sec T13
- GR 70 solo
- Extract 40 powers
So overall nothing? has changed, except now kill two other bosses in short time i guess. These Conquests though...
Feb 19, 2017Desolacer posted a message on [2.4.3] Crusader builds (google doc list) | Including 20+ builds and the most viable builds | X-Post from redditPosted in: Crusader: The Church of Zakarum
I was and I still am working on the Crusader build list for the current Patch 2.4.3.
The list includes meta and fun/anti-meta builds.
Almost every build includes links to a
- written guide (diablofans build creator)
- d3planner overview and/or
- a gameplay video or a video guide
Currently there are:
Amount of Torment 10+ builds: 15+ (2 meta builds)
Amount of group GR builds: 3+ (0 meta builds)
Amount of solo GR builds: 3+ (2 meta builds)
I know that there are a ton of different builds that can be played using the Legacy of Nightmare or Armor of Akkhan set as a Crusader, so if you want me to add a build you really like and want in the list, you can comment here or pm me at http://www.diablofans.com/members/58312-desolacer
For the Greater Rift section I decided to only add the very popular builds that you can find on the leaderboards.
I know that you can force a lot of builds going for GR80+ (especially with high paragons/augments) but I find it necessary to keep the GR section as viable as possible.
Edit: Here is also the Demon Hunter build list I posted a few weeks ago:
Feb 12, 2017Autiwa posted a message on Brainless Builds Comparison: Sage's set builds (with videos)Posted in: Diablo III General Discussion
For the DH, I tested tons of build with natalya or shadow. I tested barb and wizard. I enjoyed the explosion build for wizard but I can never keep the 4 stacks of tal rasha and it annoys me.
I mainly play DH UE, and I'm much faster with it. Mainly because I have nearly perfect gear and each ancien piece is reinforced with 80+ gems. I find a bit frustrating to play T8 to farm DB. I don't play T13 either but T11-T12 are the best spot in my opinion.
I tend to say that to farm DB, just use a "speed farm" version of your most used build. The quality of your gear and the fact that you're used to this build should largely compensate the fact that this is not a "DB build".
I was very interested by all your test Bagstone, and I'm impressed by your dedication.
As a brainless build, I would advise UE with the gold belt and avarice band. You just don't use your brain for that. You run, the avarice band pick up globe and health globe, the only thing you have to do is pick up legendaries and DB. But again, I'm used to this build.
I think it's just the usual UE farm build. Something like that:
(but I use in the cube the gear that reduce by 30% the cost of fire spells, then use the fire vault. The one that reduce cost if damage free is interesting also with the other rune for even more cost reduction of vault. For passive, I get rid of hot pursuit and tactical advantage. I use ambush, cull of the weak and ballistic. If you have an amulett with another passive, that's even better. With avarice band and blood vengeance, you can vault like crazy without any discipline problem. Damage is important to be as fast as possible in the highest difficulty possible.
Dec 22, 2016wudijo posted a message on [2.4.3] Hellcat Waistguard Theorycrafting and my Guides for S9Posted in: Demon Hunter: The Dreadlands
in the recent weeks I've been testing the new DH builds made possible by the reworked Hellcat Waistguard and also dived a little bit more into the belt's mechanics as well. I did some tests on the PTR to find out more about how everything works, which is probably worth knowing for everyone who wants to take his grenade builds seriously. Since we are quite late in the PTR cycle and DH seems to be in a okay spot, I doubt we will see many, if any, changes here anymore.
I did a total of 5 different tests. First, nailing down the damage behavior of the procs, second, recording the average hit chances of bouncing grenades on a stationary target, third, validating proc chances by skill, fourth, counting some kill times with different belt rolls, and fifth, exploring the Buriza mechanics with grenades and the belt.
Here is a screenshot of my sheet for the first test:
My base damage is 56 without the belt equipped, using Grenade - Tinkerer. If I equip the belt, my "base" attacks will go up by 50% to 84 already, meaning the initial attack aready counts as a bounce. The following bounces each add 50%, and the last one will deal 800% total, not 100% + 800% = 900% as the wording on the belt could suggest ("... dealing an additional 50% damage on each bounce / This bonus is increased to 800% on the final bounce"). This means the total damage with all grenades hitting are 1700% (5 affix), 1400% (4 affix) and 1150% (3 affix), respectively.
On my next test, I took a stationary target (Hellbringers in A3) and did 200 casts with each possible belt affix, counting the procs as well as how many times each separate bounce would hit the target. This test was done with the Grenadier passive equipped. Here is a screenshot:
It seems likely that the differences in proc chances are only due to statistical errors, and the real proc chance is probably precisely 50% (also tested more thoroughly below).
It is worth noting that Hellbringers have a rather large hitbox, which rivals that of only the biggest monsters (not counting RGs). Interestingly, the damage share of the initial attack is rather high, around 20-27%. But as you can see on the numbers, especially for the belts with 4 and 5 affix, hitting a target more than twice is rather uncommon. The third, fourth and fifth hits all have average hit chances of below 50%, going as low as 28%. Obviously the numbers go down as the count in bounces increases, as the grenades have a higher chance of jumping somewhere outside of the initial attack area.
Looking at the numbers for only the last and most important bounce for each affix, you can see that the "big" explosion at the end doesn't even do that much for the 5-belt, with only 32% of the total damage done (as opposed to the possible 47% if we had 100% hit chance). Same for the 4-belt, where it is 40% (possible 57%), and only for the 3-belt we have some good numbers here, with 59% of the total damage (69% if we had 100% hit chance).
This result is very interesting because it suggests that the "bad" rolls on the bad are actually not that bad, and might in fact be better than a good roll in some cases. Of course the potential is much higher with a 5-belt, however the average chances of hitting the right targets (or anything at all) are very low for the strong, late explosions, while you get those much more consistently with a low affix. More importantly, bouncing grenades disappear as soon as they hit an obstacle or a wall. This test was done in an open area with no obstacles around, however in a GR, even in good map layouts (excluding most of arreat crater, perhaps), we have walls and obstacles everywhere, and grenades will disappear often before they can fully finish their bounces, favoring a lower affix on the belt. On top of that, you have to consider that for high GR pushing, the ideal playstyle is to surround elites with a lot of trash in order to nuke them down with area damage. With the high-affix belts, the grenades can be expected to do the opposite, i.e. jumping out of the center and killing all the small targets outside, leaving you with nothing but the high hp targets and no area damage to kill them. Based on my limited GR testing on the PTR it seems like there is a chance that people will prioritize lower rolls on their belts for certain builds. For speed farm (torment) builds specifically, you might want to run with a low belt anyway, simply because it takes a long time for all the bounces to happen in the first place.
This incosistent bouncing behavior is generally not so bad for skills like Cluster Arrow - Cluster Bombs or Grenade - Cluster Grenades, because those don't jump so far or just hit a large area in general. However, for Rain of Vengeance - Anathema, Strafe - Demolition or Grenade - Grenade Cache the difference is definitely noticeable and you can see that very often you won't hit your targets with your last explosions. I think overall higher belt affixes will still win out (especially when we consider GR fishing for big density), however probably not by as much as one could think without looking more closely.
My next test was just a confirmation of proc chances by skill. I equipped all the relevant grenade skills and counted how many times I saw a proc. It was rather difficult to do for RoV, so I only did 5 casts, watching them in ultra slow motion a couple times and counting the hits / nonhits until I felt I caught most of them. It seems like the belt has 50% proc chance across the board, independent of skill and belt affix roll:
Based on my findings about the low affix rolls, I went on to a field-test killing a big target in a rather open area (Ghom) and a small target in a very confined area (skinny a1 zombie near Adria's hut), counting the seconds for a kill.
It's only a small sample size, but it indicates that indeed the lower belts might not be so bad, especially on small targets and in areas where grenades tend to bounce against obstacles. Note that this test was done with Grenade - Grenade Cache, which probably has the highest bounciness of all grenades. It's also interesting that despite the highest average kill time, the fastest kill by far was done with the lower belt, too (on zombie target).
Right now I would say that the (5) belt is probably going to be the best on average if you intend to use it for fishing good maps and big density, and a (3) belt is probably best used for fast farm runs (torments and low GRs), where we have to fight in all kinds of small corridors and also want to deal the big damage as fast as possible (however only if you intend to basically oneshot stuff with a proc). Unfortunately it is rather difficult to acquire reliable data on this, so I can only go with my gut feeling here.
My last test was done with Buriza cubed, to see its behavior with grenades:
This screenshot doesn't show much more than that the extra grenades are also working with the belt, as expected. What it doesn't show is that the Buriza is actually quite difficult to proc, and it has something to do with how many targets are present and how they are distributed locally. It seems you need at least two targets and get the best results if you have a second (or more) target in a straight line right behind the first mob you hit with your grenades, which will make Buriza proc for additional damage.
Here is a little indication of what I mean:
This is only really relevant for the UE generator build, though, and keep in mind that Buriza still has an ICD of ~33 frames (so you can only get a proc on every second attack).
TL;DR: Hellcat Waistguard gives us many new builds, especially for solo DH. The proc chance seems to be 50% across the board. Some of the grenade skills we have are quite bouncy, making the juicy late bounces more difficult to unfold their potential when they jump out of a pull or against an obstacle and disappear. A low roll on the belt does not necessarily mean it's bad, especially for RoV - Anathema, Strafe - Demolition or Grenade - Grenade Cache and speedfarm builds in general. Buriza works for grenades but is difficult to proc, because it depends on your and your target's positioning.
Now that we're through with all of this, I also want to present you my guides for next patch. They are all aimed at pushing solo, and with this new belt we actually have a couple very competitive builds now. Personally, I will probably play Marauder's for pushing next season. *I will add some numbers to each build to give you an idea of what I would expect this to clear with ~1000-1400 paragon, good item rolls, augments and maybe 100-300 keys.*
I also plan on adding short written versions when Diablofans resets its build section with the new patch.
I hope you enjoyed the read and / or one of my guides, and maybe you're also looking forward to pushing solo with a different build next season.
Oct 19, 2016The Zeph posted a message on "HELP, I can't post anymore!" - issues with adblockerPosted in: Diablo III General Discussion
The comment field have a html [BB] view which can still be used normally. Just write as you usually do.
Aug 13, 2016AliRawidDuh posted a message on EU & US Rank #1 Witch Doctor using Jade Harvester | GR 84Posted in: Diablo III General Discussion
Hey guys! I just cleared GR 84 on my Jade Harvester which seems to be the rank 1 on EU and US servers (HC). I recorded my run and thought I'd share it with you:
Such a fun build to play!
You can see my build here:
Have fun all fellow Jade docs
PS. Our clan (EU HC) is looking for new members - cool people to play with Let me know if you're interested in joining!
Jan 25, 2016crayonsmind posted a message on Mastering All The Set Dungeons - Build Guides, Videos, Rankings And Tips!Posted in: Diablo III General Discussion
Welcome to my Set Dungeons Build Guides and Videos!
This thread has some general tips and tricks to completing all the Set Dungeons, as well as individual builds and example videos of how to complete each Set Dungeon SOLO!. The videos and guides are based on the current live Patch 2.4, rather than the various PTR (Public Test Realm) versions where Blizzard were balancing the Set Dungeons. If you get assistance with the Set Dungeons, the majority of these are much easier to complete, but I can't really give you many tips there as I've done all of these solo.
Some general comments and tips:
- If you're attempting the Season 5 Conquest for Mastering 8 Set Dungeons and are only plan on playing two classes, by far the two best class choices are Demon Hunter and Crusader. Most of their sets don't require much additional gear so farming up the Sets shouldn't take TOO long and their Set Dungeon difficulty isn't too high. If you have party members to help drop you the various required items, it will speed up the gearing process tremendously. If you play more than two classes, you can pick and choose Set Dungeons from the ranking list below.
- The majority of monsters in Set Dungeons spawn in completely random locations throughout the dungeon! In Set Dungeons where you have to hit a certain amount of monsters with a particular skill, you can constantly restart the Set Dungeon by leaving through the Green Portal that you entered without having to use Town Portal (which takes a long time). This tip will allow you to get the majority of your objectives completed at the start of the dungeon, rather than worrying about it towards the end.
- For players who are unable to select certain skills for their slots, you will need to enable 'Elective Mode' by going to the Game Menu (pressing Escape), clicking the Options tab, clicking the Gameplay tab, then under 'Interface' you need to tick the 'Elective Mode' option. This allows you to pick any and all skills (with some special exceptions) for your Left Click, Right Click, and Slots 1-4.
- The Kanai's Cube recipe (Skill of Nilfur) which converts Set Items into a random item of the same Set will be your best friend, so DON'T scrap any spare duplicate pieces of the Set until you have at least 5 or 6 total items of the Set!
- As mentioned above, it's possible to get party members to assist you in Set Dungeons, which will make the majority of these Set Dungeons easier.
- For Hardcore players, please make sure you attempt these Set Dungeons on 'NORMAL DIFFICULTY'. Also ensure that the rough area around the Set Dungeon is clear of monsters before you attempt it, in case you take fatal damage! When you take fatal damage, a Green Portal spawns in front of you which takes you back to the entrance of the Set Dungeon but DOES NOT HEAL YOU. Therefore a monster can easily take a swipe and kill you. This also means you should avoid using the Moratorium Legendary gem (thanks to user 'Cyberdoc' for bringing this up) at all costs if you play Hardcore, because the gem can 'stagger' and deal damage to you even after you exit the Set Dungeon and kill your character because normal Hardcore death rules apply once you've re-entered the normal world via the Green Portal. An easy fix for Blizzard would be to simply spawn characters at full health when they exit the Set Dungeon, but this is currently not the case.
Below is the overall difficulty of each Set Dungeon - Easiest to Hardest based on my own experiences roughly (your own attempts may vary!). I've started with Easiest so it's clear for anyone wanting to get the Conquest to Master 8 Set Dungeons. Note that the rankings below are just a general idea, it will greatly depend on how comfortable you are with the class and set, as well as supporting gear and RNG in the Set Dungeons.
Difficulty Solo (Easiest to Hardest)
- Invoker - Crusader
- Natalyas - Demon Hunter
- Immortal King - Barbarian
- Shadow - Demon Hunter
- Zunimassa - Witch Doctor
- Innas - Monk
- Arachyr - Witch Doctor
- Sunwuko - Monk
- Earth - Barbarian
- Light - Crusader
- Helltooth - Witch Doctor
- Tal Rasha - Wizard
- Marauder - Demon Hunter
- Akkhans - Crusader
- Vyrs - Wizard
- Rolands - Crusader
- Unhallowed Essence - Demon Hunter
- Ulianas - Monk
- Raekor - Barbarian
- Raiment - Monk
- Delseres - Wizard
- Firebird - Wizard
- Jade Harvester - Witch Doctor
- Wastes - Barbarian
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